About Sammad Al-FayirTheme:
Corporate Agent (+1 Cha) Corporations control much of the modern world, from the food each person eats to the weapons a soldier deploys on the field of battle. You are an agent of one such corporation, which relies on your negotiation, deal-making, and your natural cunning to advance its agendas. Whether you are making proposals to agents of other corporations to split the mining rights for a valuable asteroid or establishing your corporation’s presence on a newly discovered world, you are the company’s eyes, ears, and hands. Theme Knowlege (1st Level) You are deeply connected to the world of corporate culture, and know all the movers and shakers. When attempting a Profession or Culture check to recall knowledge about corporations and their executives, reduce the DC by 5. Diplomacy is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation. Networking (6th Level) If your corporate database doesn’t have a piece of information you are searching for, you probably know someone who does. It takes you only 10 minutes to attempt a Diplomacy check to gather information, as long as you have connection to a local infosphere or a quick way to communicate with contacts in a settlement that is at least technologically average (see Starfinder Core Rulebook 406). Additionally if you have access to a local infosphere, you can take 20 on a skill check to recall knowledge in half the normal time (typically 1 minute). Skills:
Acrobatics +18, Bluff +19, Culture +17, Diplomacy +23, Intimidate +19, Medicine +17, Perception +11, Piloting +18, Sense Motive +15, Sleight of Hand +17, Stealth +9; Feats:
Gear:
silver armor (vesk brigandine IV) with quick-release sheath, glamer projector, and deflective reinforcement; numbing hailstorm-class zero pistol; pulsecaster pistol; tactical baton; datapad, mk 1 serum of healing (4), hygiene kit, Al-Fayir Cooperative uniform (5), 2 standard batteries; holoskin pendant; Mk 1 synaptic accelerator for Dex, Mk 1 improvisation adornment, credstick with 271.5 credits, called anarchic screamer decoupler Offense:
Base Attack Bonus +8 Speed 30 ft. Melee tactical baton +7 (1d4+2 B) Ranged pulsecaster pistol +12 (1d4+5 E, nonlethal) or hailstorm-class zero pistol +12 (2d6+5 C; critical staggered) or called anarchic screamer decoupler +12 [1d10+5 A; critical demoralize] Offensive Abilities fire affinity Spell-Like Abilities (CL 11th) 2/day-overheat (DC 15) Defense:
EAC 28 KAC 28 AC VS. Combat Maneuvers 36 Health Stamina Points 74, Hit Points 70, Resolve Points 9 Fort +6, Ref +11, Will +8 Armor Silver armor (Vesk brigandine IV) [+14 EAC, +14 KAC, max Dex. bonus +5] Resistances fire 5, DR 5/- Description:
Sammad stands 6'0" and is slim of build. He has dark orange skin, with charcoal freckles and lips. His eyes are solid yellow, and he has no hair, instead bearing charcoal scales on his scalp. He also has similar scales on his elbows, forearms, and knees, though these are larger and pointier. His hands and toes bear bright orange nails, which are sharp but not able to be used as weapons, and his teeth are also pointed. He keeps himself well-groomed. His clothes are usually Al-Fayir Cooperative uniforms, consisting of fine suits in various combinations of black, red, and white and always marked with the Cooperative's logo. He always accents these with a black and red turban around his head, with a matching tie. He wears one ring, which bears his clan's insignia. Personality:
Sammad is easygoing almost to a fault, trained to keep himself calm and collected at all times. He trusts in the training his family has given him, knowing that he maintains contingencies for almost all situations. He is a natural peacemaker, who tries to maintain group cohesion above all else. He has an ambitious streak, determined to show that his superior's confidence was not misplaced and that he is the equal of his 'cousins', the efreet and their get. His work among the Al-Fayir has placed him in proximity to certain...unsavory things, but he feels that as long as laws are followed then his actions and the Cooperative are above criticism. He tends to be practical but exorbitant, spending much on essentials even if he could get away with less. Backstory:
The Al-Fayir Cooperative has had a long presence in the Pact Worlds, having maintained trade with the Burning Archipelago since shortly after it was first settled. The efreet and salamanders who jointly run the clan know that their own kind have less than favorable reputations, and so they have maintained a practice of spawning ifrit to be their emissaries among humanoids. Though the Al-Fayirs pride themselves as an inter-species cooperative, it has always been known that the efreet pull the strings while the salamanders and their descendants do the busy work, such as manufacturing the arms that the clan sells. And while the families present a unified front to outsiders, among themselves they jockey and scramble for superiority, with the salamanders forever looking for chances to elevate themselves in the efreet's eyes. Sammad was born on Fireside, trained from practically infancy to work on behalf of his clan of salamander arms-smiths. Found to have little physical aptitude or mental skill for manufacturing, his family turned him over to efreet relatives, who subsequently discovered that he could make a useful emissary. He accompanied and assisted on business across the system, particularly on Aballon and Apostae. His natural charisma has been honed, and he prides himself on his skill at negotiating. The Al-Fayirs, ever practical, have also trained him in medicine, piloting, and self-defense for those situations where his skills come up short. Sammad became involved with the Deep Cultures Institute after attending one of their public presentations, and brought them to the attention of his superiors in the Cooperative. The Cooperative saw potential in the Institute's work, figuring that they could fund their research and in exchange access new markets-or sell weapons if the Institute made contact with a hostile culture. As part of this arrangement, Sammad was tasked with overseeing the Insitute's work and advocating on behalf of his family. As his first official 'family business', Sammad is determined to succeed and prove himself. Special Abilities:
Fire Affinity Ifrits have an instinctive affinity for fire, subtly bending it to their will. Once per day, an ifrit making an attack that deals fire damage can roll a single attack roll twice and use the higher result. Expertise At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining.
Skill Expertise At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int). Sammad can use skill expertise with Cultre, Diplomacy, and Bluff. Improvisations As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck. You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter. If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the DC is equal to 10 + half your envoy level + your Charisma modifier. Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these. Inspiring Boost: As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points. At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. Get 'Em: As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet. Improved Get 'Em: Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll). If you spend 1 Resolve Point when using this ability, you grant a +2 morale bonus to attack and damage rolls against all enemies who are within 60 feet. You must have the get ’em envoy improvisation to choose this improvisation. Clever Feint: As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score. At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success. Imspiring Oration: You can use inspiring boost as a full action. If you do, all allies within 60 feet of you regain a number of Stamina Points equal to twice your envoy level + your Charisma modifier (up to their maximum); at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost or inspiring oration, that ally can’t gain the benefits of either improvisation again until they recover Stamina Points following a 10-minute rest.
Clever Improvisations: The first time you would spend Resolve Points on one of your envoy improvisations, reduce the cost by 1 Resolve Point (minimum 0). This ability refreshes whenever you take a 10-minute rest to recover Stamina Points and after an 8-hour rest to recover Resolve Points, reducing the Resolve Point cost of your next envoy improvisation after the rest. Expertise Talents At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. Gregarious Mien (Ex; Diplomacy): You can positively change a creature’s attitude using the Diplomacy skill by one additional category (or two, for a maximum of four, if you spend the extra time) within a 24-hour period. When doing so, you must forgo your expertise die on the Diplomacy check to change the creature’s attitude. Expert Distraction: Whenever you attempt a Bluff check to create a distraction, you can forgo rolling your expertise die. If you do and your skill check succeeds, you can add your expertise die to whichever skill task you attempt as part of the diversion (either a Stealth check to hide or a Sleight of Hand check to palm an object). If you forgo adding your expertise die to a Bluff check to create a distraction that you attempted using the Diversion feat and succeed at your Bluff check, you add your expertise die to every Stealth check to hide that your allies attempt. Expert Advice: When you are using the aid another action to help a creature succeed at a skill check with a skill in which you have expertise, you can forgo rolling your expertise die. If your aid another attempt succeeds, roll your expertise die and add the result of the roll as an insight bonus to the assisted creature’s check in addition to the +2 bonus granted by a successful aid another attempt.
Bot Me!:
Sammad always prefers to avoid conflict, whether by Diplomacy or Intimidate as appropriate. When combat breaks out, Sammad stays at range. He'll lead with his new pulsecaster pistol, switching to the hail pistol if an enemy is immune to electricity or too far away-or if he knows they're weak to cold. If cornered and alone, he'll use his baton. If he thinks that the situation is beyond the party's capabilities, he'll pop a smoke grenade to cover their retreat. [dice=pulscaster pistol]d20+6[/dice]
[dice=hail pistol]d20+6[/dice]
[dice=tactical baton]d20[/dice]
[dice=smoke grenade]d20+5[/dice] (1 min. cloud, rad. 20ft) (rng. 10ft, inhale FORT DC15 or choke/daze if not protected from environ.)
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